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Commodore 64: a visual Commpendium, celebrates one the most popular home computers of all time. It takes you on a journey through the C64’s varied and colourful gaming library. Starting in 1982 with early releases like Jupiter Lander and Beach Head, we travel forward through the decades.
Launched in 1985, the Amiga ushered in a new age of home computing. With its powerful 16-bit Motorola CPU and custom graphics and audio chipsets, it was an instant hit among gamers looking to move on from the eight-bit systems, as well as artists and musicians moving into the digital realm.
It wasn’t easy being a Nintendo fan in the early 90s: the wonderful Super Famicom was released in Europe as the Super Nintendo Entertainment System, but it was hobbled by a bordered, 50Hz image and delayed release schedule. True Nintendo fans got hold of a Japanese console and bought their games on the grey import market.
This lavish 572 page book plots the course of the company, from initial successes with Monty Mole, Jack The Nipper and Thing On A Spring, to its ground-breaking Lotus-branded racing games, and eventual purchase by Infogrames in 1999.
Initially announced as 'Project Dolphin', the GameCube would represent Nintendo's transition to the world of digital media. The GameCube Anthology is a unique and original book celebrating the machine's memory.
Invented by Sir Clive Sinclair, the successor to the ZX80 and ZX81 home computers would come to define an age of video gaming, with a range of games as quirky and eccentric as the computer that inspired them.
From Dragon Quest to Final Fantasy, from Megami Tensei to Pokémon, A Guide to Japanese Role-Playing Games explores the expansive history of Japanese role-playing games, beginning on 8-bit microcomputers, and following them all the way up to the heavy hitters of the modern era.